#avatar-rigging

1 messages · Page 97 of 1

heady hedge
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Yeah I figured that would be the issue, but it seems Unity is reliant on them being named bones that is in it's dictonary I BELIEVE, I will try to rename them in blender and see if it will take them

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Here is the screenshot

crisp tendon
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It shouldn't rely on names unless you have sometimes that prevents him from "creating" IK or mapping correctly

heady hedge
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I think it is the names

crisp tendon
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Yeah then i guess it's just displacing the mesh weight painted to the bone because they share the same names and only one is considered the model

heady hedge
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Let me change the names and see if it will accept them

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Going to have to rename all the finger bones as well

crisp tendon
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Just adding one more letter or symbol should prevent it

heady hedge
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@crisp tendon Transform 'Spine_' not found in HumanDescription

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Is this a unity dictonary or vrsdk

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I see it's a HumanDescription.skeleton script, I'll have to edit the script, just have to find the file location

crisp tendon
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ie that's Unity dictionary

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it doesn't like some special characters

heady hedge
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What do you suggest

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a period?

crisp tendon
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That should work

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Strangely i'm using _ for almost every single bone i have, but i'm also not using two armatures

heady hedge
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Let me try with periods

pine harbor
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@heady hedge i believe that might be only visible on your end -- see if you can ask a friend to send you a screenshot of how they see your avatar

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ran into a similar kind of thing while experimenting with double armature/model avatars

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though yeah, i think if your bones or transforms are named differently in the hierarchy, they don't get glued like that

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in direct mirrors anyway

heady hedge
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Well I just reuploaded it entirely instead of overiding the blender file in unity and it accepted the '_'

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Which it wasnt last time, wierd

pine harbor
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welp, whatever works -- i wouldn't question it >_>

heady hedge
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Unity amirite

pine harbor
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how'd you get your little sprite model to stay perfectly at that position though, even while walking?

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tried a couple of experiments involving a humanoid main rig/armature and a secondary generic model/armature as a child element to get around the emote looping issues of a generic rig, and it was making the quadruped model levitate into the air when i walked, then go back to its normal grounded position when stationary

heady hedge
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I created a floating animation for it in blender and havent tried to walk around yet since the problems with the armature, let me get back to you on that

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You can see it's animation in the gif I posted above

pine harbor
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yeah, that looks fine in unity -- what i'm curious about is whether its position gets extremely displaced in the mirror while you're walking, due to how unity interprets the center of mass on some armatures

heady hedge
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Do you upload the whole blender file into unity or just export it as an fbx?

pine harbor
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i exported it as an FBX, and i had two different FBX models

heady hedge
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Uploading it now, so I will test it for you

pine harbor
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i may have just possibly done something stupid with the scaling size though

heady hedge
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I actually found out you can save the blender file into unity and it works just the same

pine harbor
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i might give that a shot next time, i was under the impression that only worked with the 2017 version of unity

heady hedge
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I am still using the 5.6.3p1 version, am I out of date?

pine harbor
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no, that should be the right one for VRChat

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the newer ones may not be compatible with the SDK

heady hedge
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They are not, so I was confused lol

pine harbor
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yeah, though i might just not be caught up with the documentation -- i'll give that a shot next time

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to show you something to look out for though, when using multiple armatures:

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and this is where it thinks the center of mass is for both the armature and the root object which has the avatar descriptor on it, when the whole thing is idle:

https://snag.gy/78VhDN.jpg

heady hedge
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I can confirm she stays in perfect place

pine harbor
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if it's like that, anything which isn't a mesh parented to the humanoid bones will jump up and down when you move...or rather, it'll appear at the right position when you're idle

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but when you move, it shoots up into the air, usually around head level

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hmm, guessing your rig doesn't have its idling center of mass in the ground then...neat, that's possible o_o

heady hedge
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Maybe it is my models animation that is preventing that?

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Because she basically just has a floating idle animation

pine harbor
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that's possible...i had a modified version of the VRC avatar controllers stuck to that secondary model/armature

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that fluffball in my picture has idle animations, as well as emotes

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i'll go iron it out over the next couple of days, but thanks for that info -- knowing it can be fixed is pretty good o_o

heady hedge
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Or any of them location animations?

pine harbor
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location animations? you mean walk/run?

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it does have those, but it doesn't play when i try to use the model in this set-up -- it only works properly when i'm actually trying to use it as a proper generic rig, as opposed to a fake humanoid rig

heady hedge
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I mean, as the idle animation, is setting it in a certain xyz coordinate

pine harbor
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hmm, no, there's none of that on it

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i tried running some experiments by attaching cubes to various bones on the humanoid and non-humanoids parts of the armatures, and some stuff on the humanoid parts also causes that weird jumping

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mostly any root bones that come before the pelvis, and everything on that secondary armature

heady hedge
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So mine is just adjusting the z coordinate to maker her float up and down, then I assign her to the chest on the bigger avatar

thorn willow
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can somebody put up a reference about spine bones so my avatar's chest wont go upwards

heady hedge
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Hmm

pine harbor
thorn willow
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I meant

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the angle of spine bones

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a front view of it isnt enough

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I need a sideways view of it

heady hedge
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It all depends on your model

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@pine harbor Okay so I just found out, you have to fully reupload the blender file in unity in order for it to update

pine harbor
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as in fully reimport it?

heady hedge
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Yeah, simple thing though

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It's literally just save as into the same folder

pine harbor
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that it is, no concerns there -- FBX files already make me jump through enough hoops as it is when rapidly fixing mistakes

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@heady hedge just in case you were interested, this is how the model looks in-game when i'm not moving (fairly normal):

https://snag.gy/DObdx1.jpg

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that's why i was so interested in how yours wasn't getting displaced 😛

proper vault
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Anyone know any quick tips on keeping layers of clothing from clipping into each other?

naive tree
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yes, you delete those layers and merge

proper vault
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Thanks!

left hound
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how to fix bone fingers ? they are like broken up

proven folio
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i have an issue where part of my mesh starts behaving incorrectly after going into unity https://imgur.com/a/DvZ8d is this the place to ask for help with this?

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oh also going to add i tested the leg in unity before i made them humanoid and it worked fine. this only happens after that point.

fading verge
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Moving my viewpoint changes how my IK works. Makes my avatar's rig go a little crazy when I try looking straight up

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If I move my viewpoint closer to my head the IK works fine but then my vision is blocked by my own model (with Personal Space turned on or off, doesn't matter)

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Only option is to put the viewpoint above my head instead of in front of my eyes since that seems to not cause any trouble with the rig

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Anone here got decent knowledge on weight painting?

vivid wagon
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I have a question: How does one make something like a tail have gravity?

hazy tusk
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Dynamic bones have gravity options

vivid wagon
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Trying to work with it, any good gravity for a basic like tail?

hazy tusk
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Probably really light

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Maybe heavier on the end, depending g on number of bones. I haven't tested gravity as much

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All really light though, it can very quickly make it just go down and not move

vivid wagon
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Thank you

crisp tendon
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@fading verge How can I help ?

lunar tartan
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Anyone know how to add blush to a face emote? I don't see it as a blendshape in unity, but it is inside of my model's head

hazy tusk
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It's a shape key

gloomy loom
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youll need to make a shape key then

hazy tusk
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The name sometimes varies, but usually it's like blunder or blush, etc.

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If the model has the blush, it probably has the shape key already, just check it in blender

gloomy loom
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its easy to make

hazy tusk
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Set it to unlit transparent to show cleanly also

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Well he should already have the shape key, no need to make something g that's already there

gloomy loom
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if he cant find the blednshape then I mean

hazy tusk
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Yeh, if none of them are there or it was under a weird name or doesn't work, but I can't see any mmd model having it, not have the shape key. Probably just a weird name

oak vine
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hey everyone, I want to use shape keys to enable blinking, but the eyeballs are fairly large, so the eyelids just clip through the eyeball as they travel from open to closed, is there any way around that?

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just having one shape key available for open/closed seems fairly restrictive here

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do I have to cheat and flatten the eyeballs?

gloomy loom
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youll have to pull out the eyelids in for of the eye

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front*

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during the blend shape

oak vine
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I'm doing that already, the edge of the eyelid is where it's supposed to be, but the middle part is clipping

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since the vertices just move in a straight line during the shape key transition

cerulean hearth
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idk what it is but my avatars face keeps compressing or stretching when i put it into mixamo

lunar tartan
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I tried all the blendshapes under skinned mesh renderer and I dont see it. Again, if I zoom into head, the blush is there @hazy tusk

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Im sure the shapekey is there since I didn't mess with the face

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I just don't know how to apply it only to the face emote animation.

cerulean hearth
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why is this happening?

hazy tusk
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@lunar tartan in that case you will need to make the shape key

cerulean hearth
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@cinder comet help

lunar tartan
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@hazy tusk My concern with going back to blender would be having to redo and reapply all my dynamic bones again to that new one. Takes forever

hazy tusk
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was in another channel

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you may also be able to cheat though

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If you can select that piece in an animation, bring it forward to the desired spot

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maybe not, since usually the blush has other stuff with it

humble leaf
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How can i fix that other parts don't interfere with the floaty speakers?

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i attached it to my spine so when i turn around, the speakers turn with me

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but everything else is glitched

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even if I move my arm bone the speakers get deformed

crisp tendon
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remove the weight paint from the bones

humble leaf
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how do i do that :p

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okay

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nvm

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ill try

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so the speaker bones?

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Or all the bones?

hazy tusk
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any vertex group / bone that messes with the speakers, that you don't want them to, remove as so

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If they're stretching, it's usually a mesh piece wasn't weighted somewhere, though Ruuubick probably knows more and may correct me

humble leaf
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Oh okay well cat's plugin just removed all of my bones that i placed inside the speakers. Must be something to do with that

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I guess?

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okay ill read up on the vertex groups

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never really done this b4

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@hazy tusk I removed All of the vertex groups

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from the speakers

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but still most of my stuff is glitched

fading verge
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https://imgur.com/a/B309h
SDK wont let me upload my player model
Yes i have the current firmware for unity
Yes i have the current firmware for VRChat SDK

hazy tusk
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did you remove the weight paintint from the speakers though?

humble leaf
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Yes okay it worked, i removed it. Didnt know you had to click assign x)

hazy tusk
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Yeh, they should be tied to at least one vertex group, probably just their own speaker bones / vertex groups

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As far as I know, overlapping weights and vertex groups isn't the worst, but if you're lazy it can get bad

uncut dust
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any idea on how to fix cm3d2 model hands?

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the bones all point upward :v

humble leaf
crisp tendon
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weight paint

humble leaf
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ouff

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so i'd have to weigth paint my whole mesh for each individual bone?

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just bcs of this what appeared out of no where x(

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its already weight painted

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at the appropriate spots

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this problem wasn't there b4 i started messing with the speakers

crisp tendon
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you probably shouldn't have deleted the vertex groups

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just removed the weight paint from the speakers for a few bones

humble leaf
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Yeah, i reverted to backup

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and didn't delete any of the groups.

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I guess I'll start from 0 again and see where the problem appears - or doesn't

warm nova
humble leaf
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cus i didn't notice

warm nova
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because the hand sticks out IG

fading verge
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Sorry Rubick just got back to my computer.. basically i'm trying to sort the weights out and i've got all the foot weights but the shoe deforms when i try and move the bone around

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okay now this sucks. the sdk will not let me uplaod. it wont even bring up the menu to name my avatar. anyone here know how to fix thins

fading verge
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http://prntscr.com/icwou1 so this happens when i try and move my foot around, even though i've gone over it 30 times to add weights to it, it deforms and acts weird

Lightshot

Captured with Lightshot

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nvm it fixed when i ticked auto-normalize on 😄

slender shuttle
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Anyone know why the mouth of my avatar opens when her eyes look up...?

south bear
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currently trying to get a model into unity

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ik the model has a zero length parent issue

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and i have the animations for it

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specific to that rig

quasi oriole
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@south bear while configuring the rig in Unity, you can literally just move around the offending bone a tiny bit till it stops screaming at you

south bear
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oh

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k

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just that this model im using has its own animations from the game

quasi oriole
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yeah, that should destroy anything

south bear
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Cats has broken them once

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completely

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GG cats

quasi oriole
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sorry, I meant shouldn't

icy jungle
next prairie
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Ok, I reset the model, but now it's not detecting feet upper arms and head

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It's saying you need to add bones for them, but they're already are

fading verge
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Just enter the rig screen and exit it again, that tends to fix it for me

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If the 'bone has length of 0' error appears again just move it a tiny bit

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You can move it a tiny bit then moveit back and it's still usually fine

next prairie
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OIk, thx

fading verge
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Does anyone know how to copy weight paints? i want the same amount of weight on both legs

fading verge
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@fading verge There is an option on blender to mirror the weight paints on to the other side

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Try selecting the faces within the mesh, then change into Weight Paint mode and click on "Mirror" under the weights tab

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I'm not as familiar with mirroring so excuse me if it still doesn't work

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nope still the same :c

devout river
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does someone think they can rig a model for me? i have no idea how to rig, if you think you can can you dm me?

thorn willow
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god

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Valve_Biped is a mess

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like

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really messy

cold kindle
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I've got a little question....
So i have my bones armature and the body
Those two aren't attached : So no animation etc
How can i fix that please? ;~;

quasi oriole
cold kindle
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That wasn't on

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But i need to hit apply am i right?

quasi oriole
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NO don't, that will ruin it

green ice
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I am heavily considering begging someone to rig it for me

last niche
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anyone know how to fix the hip thrusting there when standing still?

small swift
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any tips on fixing the "your rig has the UPPERCHEST mapped.."

opal citrus
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can someone dm me so i can share screens with them and get help with auto weight painting?

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it's giving me an annoying error in which i've googled and watched vids to no fix

green ice
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@last niche Yeah, that's part of what I've got going on too

charred parcel
quasi oriole
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@small swift go to the humanoid configuration of the fbx and remove the upper chest from the mapping

small swift
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i have done that but then i get a error this avatar is not improtred as a humanoid

small swift
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unity crashed

cosmic bison
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Does anyone know why my yukata dress isn't right? Are the bone weights too much?

fading verge
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HAHHAA]

mental lynx
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this is haunting me

low parrot
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Just gotta put the eye bones in the exclusions for the Dynamic Bone

mental lynx
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I build my own seketal structures so they would never be affected

low parrot
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oh

mental lynx
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Hair, eyes, etc. All separated

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I have an idea

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There may be a break in the head mapping

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Nope

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hm

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Okay, fixed one issue.

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But for some reason, visible materials are just gone

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Face sheen and the outer eyes aren't rendering in-game. Not sure what to do

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What would cause materials to not show up in VRChat which are visible everywhere else

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It shares a material, with the transparent texture. Could this be the issue?

gentle shuttle
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do i need to do anything special to get heels working in vrchat?

mental lynx
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Yes

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You need to make sure the bottom of the foot bone (structurely, not visually) is at the base of the heel, instead of where the foot is in the heel

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I have an example I can load to show what I mean, give me time

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Quicker than I expected to get it loaded.

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As you can see, the ending of where it considers the foot, and the beginning of the toes (which you should never use in VRChat, always remove the toe in Unity) are at the bottom of the sandle.

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This lets Unity know that it needs to be above the surface at that location

gentle shuttle
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@mental lynx

mental lynx
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That should work

fringe beacon
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why, no matter what i do, am i always getting "Required human bone 'LeftUpperArm' not found"

gentle shuttle
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I never remove toes

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always works for me

mental lynx
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Remove them, they cause your foot to sink into the front when you face up/woard

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And your feet will swivvel to the side when you look over

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Most toes don't work in VRChat. I may have a model to show examples of between toes being set and removed.

gentle shuttle
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is it a vr only problem?

mental lynx
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No, it's a VRChat problem

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Looks like I removed the one with the toes set

gentle shuttle
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anything i need to do in unity

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other than the toes

mental lynx
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Remove jaw bone from the model when rigging

gentle shuttle
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?

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does that mess with the heels?

mental lynx
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Just another helpful hint if you didnt know

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Not many people know to remove toes and jaw from your mapping

gentle shuttle
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why the jaw

mental lynx
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It will animate hair as if you were talking, generally.

gentle shuttle
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ah

mental lynx
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It's usually a hair bone it grabs to do it.

gentle shuttle
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wow

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this is the only model that ahs done that

mental lynx
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Oh boy. Another model that randomly just doesn't work with eye tracking

thorn willow
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so uhhhh

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how you guys managed to solve your avatar's chest going upwards?

patent blaze
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would adding fake finger bones allow me to use custom overrides?

brisk mesa
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if my chest is upward that means i didn't weight it well or the bones are weird inside.

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or both

thorn willow
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like

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how do you solve this issue

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Valve_Biped can be a literal bitch

fading verge
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help

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I finished an avatar and forgot to rig the fingers..

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I will explain

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let me get a screenshot

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i reall

thorn willow
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so uhhh

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is this weight painting the real issue of chest upward issue\

fading verge
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?

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Wanna see the rigging?

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wait

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well

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I cant

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heres the thing

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I want to rig the fingers in unity or mixamo it doesnt matter

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but how can i select the model that has been animated

thorn willow
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I'm not asking you

fading verge
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not the lower archy

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well there's no one here

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sooo

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I dont know what youre trying

thorn willow
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however I wonder if this pre-weight painting this model causes the chest upward issue

fading verge
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eh

thorn willow
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or its the bones

fading verge
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if the chest is upwards

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its the bones

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weight painting shouldn't affect the model

thorn willow
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well how can I resolve the issue

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if its the bones

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how should I fix it

fading verge
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well

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dependable

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is the mesh already configured?

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any animations done to it?

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Like my fuck up was?

thorn willow
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nope

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no animations

fading verge
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ok well

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then

thorn willow
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as for the mesh, idk

brisk mesa
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is the skeleton/spine straight in the back?

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check the roll

fading verge
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the spine has to be straight too.

thorn willow
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I just readjusted it

fading verge
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in the back

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far in the bacckkk

brisk mesa
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yea

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like where an actual spine should be

fading verge
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yep

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yo rage

brisk mesa
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and the spine bone can't be super large, neither with the chest bone

fading verge
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you take of this guy I gotta go

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omg

brisk mesa
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me too tho lmao i'm like tutoring calculus

fading verge
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I didnt type that right

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Yo rage take this guy I gotta go*

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what i ment to say

thorn willow
brisk mesa
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hmm

thorn willow
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Valve_Biped is just a mess

fading verge
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wait

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did u rip a model

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gmod or website

thorn willow
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got it off XNALara

fading verge
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ohhhh

brisk mesa
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wait is that ... all the hips, spine, chest, and neck and head all in the chest mesh??

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you need to adjust that better

fading verge
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yeah you've got some decimation to do bud

thorn willow
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ahem

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19k poly

fading verge
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NVm

brisk mesa
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you need to physically move all these bones so that theyre actually in the right spots i thought

fading verge
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OK ima go

brisk mesa
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or it'll be weird

fading verge
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im tired af

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see ya

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ima see whats wrong with my emoji guy later dudes

thorn willow
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actually not all

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it just looks like it because I might have screencapped it in the wrong angle

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like I said

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Valve_Biped is really a mess to work with

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but not as messy as Justine from Persona 5

brisk mesa
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yea i can see that there's some cleanup there to do, a bit

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which probably means you need to merge the weights from one bone to another to not miss a spot either

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if you delete any

thorn willow
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that's a main issue

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I dont have much experience with this

brisk mesa
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neither

thorn willow
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let alone having experience with rigging

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if only this was available in XNALara rig

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I just hate working with Valve_Biped

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FO4 NCR Veteran Ranger is worse with this

brisk mesa
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honestly when i see a rig i'm like NOPE about, i just apply the armature modifier to the mesh bits to make sure they don't budge, and i delete the old rig lolll

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and then i start over with a rig of my own

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cause my Arnice had some crazyass rig with like 200 bones in the skirt

thorn willow
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and that's where I am dead

brisk mesa
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and if it's humanoid enough then at least the auto-rigging parenting works well enough

thorn willow
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I have no experience in making my own rig

brisk mesa
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did mixamo help you at all

thorn willow
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no

brisk mesa
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it usually doesn't for me either eh

thorn willow
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Mixamo is literal red flag

brisk mesa
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yea

thorn willow
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since it has zero texture support

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ZERO

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it only gets texture support if you use it directly from FUSE

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dumb and stupid

brisk mesa
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i don't mind if no texture at least cause if they are mapped properly anyway then i can readd in unity but

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if the autorigging won't work with it either then yeah that sucks

thorn willow
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hell

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Mixamo isnt even perfect neither

brisk mesa
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it def isn't

thorn willow
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last time I "made" a model from FUSE CC

brisk mesa
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i think it's one of the worst ever lmao

thorn willow
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a SWAT dude

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the canister of his mask is literally stuck into his upper chest part

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looking like it was stretching when he looks around

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and the fingers are a mess

brisk mesa
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anyway you might wanna go look up a rigging tut, one of tupper's or something else on youtube then

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p much go through what we all went through

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like if you wanna do that

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since it's not an mmd, the cat's plugin can't help much either

fading verge
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guys i am having some issues 😦

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i am trying to rig a weird model, is a cat on his legs but he has no arms whatsoever, i tried riggin it as humanoid but i am stuck in t pose ingame

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a friend told me i need to add some missing bones to the armature, so i added ankles and wrist, they were missing

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still T pose, another friend told me i need thumb, index and middle finger

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so i added them, thumb 1 and 2 index and middle finger 1 2 and 3

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on both hands, everything parented correctly, still t pose

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do i need to also add the other 2 missing fingers on each hand?

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i have every bone, th eonly missing ones are toes cause i know they are optional, but i am also missing 2 fingers on each hand, is that why i am in t pose ingame?

desert apex
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Hey guys, I have an advanced? question. I'm trying to rerig a bow to work with dynamic bones. Problem is is that the string is parented by a dotted line to the handle. Is there a way to instead reparent it to BOTH bow arms? because right now it can't be pulled backwards using dynamic bones, because of its orientation

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I can reparent it, but only to one side

pine harbor
#

can't say i've used dynamic bones, but pretty sure the hierarchy only really allows for one parent to any object

#

would having it be parented to the midpoint space between the bow arm ends not be an option?

mental lynx
#

Got a model and it has no bone hierarchy, how do I build it?

#

Everything is muddled into one big group

pine harbor
fading verge
#

i've added all the missing finger bones wish me luck

desert apex
#

@pine harbor Thanks, I parented the string bone to another bone on top that should allow me to pull back the string. The main problem with dynamic bones is indeed that they cannot grow

junior dune
#

I have problems with the legs in the avatar model rig, if I move the right hip everything moves but the hip and the hip bone is righthipD, is there any way I can set the knee as a shield to righthipD instead of Righthip?

desert apex
#

well I can't get it to work with dynamic bones since I can't grow them guess I'll just animate

humble leaf
#

Hey I have a couple of shapekeys that i want to make move in unity perma

#

but i can't find out how to do it

#

I can't find the right tutorial as all of them cover only how to add a gun model for example

#

but not the actual part when something moves

desert apex
#

What do you mean exaclty? Do you wanna do some emotes? Or have something permanently move?

humble leaf
#

Nvm

#

I got it by clicking around

#

I have like stuff to move say 1min

#

If i do an emote

#

But i got it i think

desert apex
#

you could just animate that in the animation tab, keep in mind tho that vrchat emotes only allow you to emote for 10s (I think)

normal blaze
#

Whatever I parent these particle systems to makes all the bones above them in the hierarchy move to the position of the particle system. I have no idea what's wrong... https://puu.sh/zloE9.gif

fading verge
#

Automatic Weights “failed to find solution for one or more bones” how do you get past this error? ;_;

cloud gazelle
hazy knot
#

Go back to blender and translate your bones, friend.

#

Your issue is the error stating that the bone you have assigned to your left hand bone is also assigned to your left index finger bone slot.

#

You'll need to figure out which one is which and only assign the bone to one of them, then find the appropriate bone for the other.

brisk mesa
#

@fading verge you cant just add bones to your cat model, you need actual weight assignment if you want the mesh to follow the bones

#

Or it will tpose every time

cloud gazelle
#

@hazy knot ok thanks

reef skiff
crisp tendon
#

Drop the fingers inside the wrist ?

reef skiff
#

there are fingers inside of the wrist already, but as you can see by the colors, the wirst isn't connected to the elbow

hazy knot
#

Set the model rig to the new wrist?

reef skiff
#

can't figure out how to do that, I'm pretty new in this

thorny gate
#

@reef skiff All you need to do

#

Ctrl+Click all the ones you want to drag

#

Then drag them on top of Left Wrist

#

If it asks you if you're okay with breaking the prefab instance just ignore it.

rotund thunder
#

so i have a question. when i joined seperate meshes (one mesh being parts of another model) into a new model that had armature, the armature no longer moves the mesh in pose mode despite showing its all weighted. i had this issue before and dont know how i fixed it before

gentle snow
#

Heyo! I'm trying to rig a small model that has a body, a head and 2 small sticks for legs.(so basically non-humanoid). I'm wondering how I should go about rigging it. I don't really need any animations . Any suggestions?

rotund thunder
#

basically if your going non humanoid, a generic animation setting is what i use for my non human avatars

#

@gentle snow

reef skiff
gentle snow
#

@rotund thunder I'm more curios about armature in general. Is there a specific amount of bones i have in the model?

rotund thunder
#

i dont really know tbh since i mostly focus on bringing entire smash bros stages into the game but i dont put any bones in them.

#

but what i do know is for a humanoid, atleast 15 bones are required

#

generic seems to be any amount

pine harbor
#

there's no fixed amount with generic rigs, yeah

gentle snow
#

I see

pine harbor
#

i'd imagine you would need at least 1 in the armature, never thought about a 0-bong rig before

gentle snow
#

What if I wanted to have a simple walking animation though

pine harbor
#

probably at least 3, if you want the look of two legs moving on a body

#

oh, worth noting though: generic rigs won't come with any kind of automatic animation at all in VRChat

#

so you won't even have idle/walk/run cycles -- those need to be created and uploaded yourself

gentle snow
#

Okay, I see, thanks for the advice

brisk mesa
#

Idk i just force some nonhumanoids as humanoid

#

Like in the case of Oyasumi Punpun, it is a bird dude with no arms so i put hand bones and all that to at least recognize it but theyre not really there

#

But he has a body and head and legs at least

pine harbor
#

there was a reddit post of someone who somehow got an entire pony running as an actual humanoid rig, quad leg animations and all

#

how they did it.....not a clue.

brisk mesa
#

Yea they said it was tricky anyway

#

I saw a scooby doo run around before and he clearly got it as humanoid rig where you put the skeleton in the front. And not weight the arm bones. The back legs just jiggle with him. So that is one way.

pine harbor
#

back legs just being like solid plastic?

rotund thunder
#

i basically made a luigi thats just a head on legs from a humanoid rig, left the arm bones in place but deleted the arms and moved the head over the body so thats one way of having a head with legs

pine harbor
misty river
#

Hello. could anyone help me with a problem? I cant send screenshots i nhere.

#

So I have to send it per pm

crisp tendon
#

you can upload to imgur

reef skiff
#

what could be a reason for my wrist not showing up in humanoid rig mapping in unity T_T

rotund thunder
#

@crisp tendon do you know if tupper is busy? i had a question for him about an armature problem im having. if he is busy then its ok.

misty river
#

If anyone wants to help me please pm me >3< Im really sucky with imgur

crisp tendon
#

@rotund thunder he's a busy man, i'd rather you try asking people instead and attempt to fix it first, but anything that isn't game breaking and related to the SDK shouldn't be asked to us directly

rotund thunder
#

well its more so a blender issue that i have been trying to fix myself but ok. i understand

crisp tendon
#

You tried Cat's i'm assuming

rotund thunder
#

i had to use cats because the model turned into an eldrich abomination when i selected it right after importing.

#

mainly to fix the model and thats it

crisp tendon
#

Did you send the model to the creators of the plugin ? They are asking for that

rotund thunder
#

not really, i dont use cats often because i dont exactly use mmds often. besides, the first model i worked on was just fine. but anyways, ill probably see if zarniwoop has any advice since he knows more then i do about blender

#

actually ive only ever done 2 models. since most of my models are basic with mixamo rigs

fading verge
#

Ruuubick do you have any idea why automatic weight paint isnt working on my avatar :x

crisp tendon
#

I can help if you can explain it to me shortly @rotund thunder

#

@fading verge Because automatic isn't a fit all kind of feature

rotund thunder
#

ok. i mean i dont want to be a bother to you but ill explain it best i can

hazy knot
#

@rotund thunder If you have multiple armatures, you need to combine them, then you need to set the object parent for the mesh to the new bone structure.

misty river
#

Is it bad that the character is not t-posed?
Because if not then my only problem is that i have no bone for the characters jaw ( im bad at parenting )

fading verge
#

So I have to manually paint right? But It's so time consuming and i have to mirror the exact weights

hazy knot
crisp tendon
#

@misty river jaw isn't necessary if you don't plan on using one

#

@fading verge You can mirror weight paint easily if the model is symmetric, weight paint is a painful process

rotund thunder
#

i dont have multiple armatures. i deleted the armature from the first model because i was gonna work with the base skeleton of the model i was putting the new parts on. @hazy knot

hazy knot
#

Did you relink the object parent?

#

This video specifically addresses what you stated your problem is. Follow it through to the point you're at and I'm confident it will fix your weighting issue

rotund thunder
#

so basically i joined my meshes and the armature doesnt move the mesh anymore in pose mode, despite showing the weights in the mesh.

hazy knot
#

correct. The bone weights need to be parented back to the bones on the new armature.

fading verge
#

Alright thanks Ruuubick i'll just have to work with what i have :x which isnt a lot

crisp tendon
#

@fading verge Can't you rig it with mixamo otherwise ? It does automatic weight paint really well on its skeleton

misty river
#

well without a jaw I cant upload it sadly

fading verge
#

Hmm I can try. How would I do that? Just export it as an fbx then upload?

crisp tendon
#

@misty river Why not ? It doesn't require a jaw for IK afaik

#

@fading verge Export an FBX without a skeleton yes

fading verge
#

So delete the armature and just export the mesh @crisp tendon ?

misty river
#

Oh wait lemme try

crisp tendon
#

Basically yeah

fading verge
#

Aight i'll give it a try

misty river
#

WAIT

#

DOES

#

DOES IT WORK EVEN THOUGH ITS NOT IN A T POSE?

#

if this works let me kiss you rubick

rotund thunder
#

internet decided to disconnect on me. @hazy knot so basically the original mesh isnt affected by the armature in pose mode. so your saying i need to reparent the mesh itself to the armature? I think i have done that before but it still didnt move the mesh in pose mode

hazy knot
#

Follow that video I posted, it specifically addresses this.

delicate mountain
hazy knot
#

@delicate mountain Overdecimation?

delicate mountain
#

hasnt been decimated

#

happens after joining it to the amature

#

through automatic weights

#

armature*

hazy knot
#

Looks like some of the edges seperated. You might be able to join them back together, but I'm not familiar enough to know a step by step.

misty river
#

okay mine is atleast not in stuck t-pose anymore

#

but her arms are constantly behind her back ( until I pick something up )

rotund thunder
#

the thing is, i deleted the skeleton of the model i was taking the head from aswell as some other parts to put on a new body.

fading verge
hazy knot
#

Teg you might have to go back and bring the bones over with it.

rotund thunder
#

well i guess i have to seeing as the armature is basically null right now.

#

for the record im absolute trash at mmd models

rain tapir
#

so my avatar is hovering above the skeleton in unity, is there anyway i can bring it down?

crisp tendon
#

@fading verge Why is your avatar the size of our galaxy ?

#

Also you should fix it with cat's afterwards

dusk pilot
#

@delicate mountain automatic weights in blender is made just to give you a base to work off of with weight painting. Mixamo is a service that has much better automatic weight painting of you don't feel like weight painting yourself.

fading verge
#

@crisp tendon no idea LOL ask Mixamo 😦

#

For some reason the shape keys are messing with the vertices, guess Mixamo f'd with something

delicate mountain
#

@dusk pilot though i would have to remove excisting armature

#

to have it imported to mixamo ?

dusk pilot
#

Yes remove existing armature before using mizami

charred parcel
#

I got T-Posed.

#

How to fix?

autumn mural
#

anyone knwo how to fix this gap?

cloud kiln
#

Sup gamers

#

@charred parcel How do you mean you got T-posed?

charred parcel
#

I do use fix model on Blender.

#

But, I got failed.

cloud kiln
#

With CATS?

charred parcel
#

Yes.\

cloud kiln
#

What kind of model we talking about?

#

Send me a nude of it here

charred parcel
#

TDA Hatsune Miku

cloud kiln
#

Aka send a pic of it

charred parcel
#

@cloud kiln You pervert!

cloud kiln
#

Ecks dee

#

But seriously though

#

Send a pic

#

And I'll see what I can do

#

CATS can fail to auto rig models that miss some types of bones

#

So sometimes you need to put in certain bones yourself

#

There have been many times where I needed to put in Spine myself etc

charred parcel
#

@cloud kiln I use CATS.

cloud kiln
#

I meant Blender

#

A pic in blender or in unity

#

So I can see the bones

charred parcel
#

@cloud kiln Here.

torn locust
#

mate use lightshot to take screenshots

#

we can barely see anything

#

Is the avatar's rig set to humanoid?

charred parcel
#

This avatar is not imported as a humanoid rig and will not play VRChat's provided animation set.

torn locust
#

there you go

#

you gotta set it to humanoid

charred parcel
#

Body?

torn locust
#

no

#

click on your model in the Project area

#

then where it says "Rig" set the "Animation Type:" to "Humanoid"

#

and then hit apply

charred parcel
#

Oh, thanks.

torn locust
#

any time 😃

distant elbow
#

speaking of that
Does anyone here have any experience with generic type rigs?
I decided today to take a mostly blind plunge into making a non-humanoid rig
And at the moment I'm just working on creating all of the animations but I want to ask ahead of time

#

How do I tell VRChat what exactly my "hands" are?

torn locust
#

Awesome. It only gets easier the more you do it

charred sorrel
#

im not sure if this counts as rigging or not but

#

im trying to help a friend set up a model and we did manual eye tracking

#

but the eyes go out of the head

#

when we rotate up/down, any idea why it's doing this?

#

left right is fine, it's just moving up and down

fading verge
#

What I did was just moved the bone slightly inward

#

But, that was with cats, and I see your doing it manually... so maybe this might not be helpful ><

crimson vine
#

@charred sorrel Try changing the origin point

next prairie
#

How do I fix this

#

It's been bugging me for two days now

fading verge
#

Whats the config of the bones?

next prairie
#

One min gonna upload bone structurew

#

Here

#

Imgur compressed it 😐

fading verge
#

oh no >< I was expecting english ><

next prairie
#

I know

dusty lava
#

i had a question. i had a crooked 3 segement finger. i fix it but the skin is staying bent in unity. Any idea on what to do to fix it?

next prairie
#

That's what I hate about the model

#

So, it says the Shoulder and Neck need to be a child of the chest

next prairie
#

how do I make it a child of the chest? I tried dragging it into the chest section and the error stayed the same

#

I think that looks cool

#

You should leave it like that @dusty lava

fading verge
next prairie
#

Ok

#

I'll google translate the bones

#

Thx 😄

dusty lava
#

it is the only thing wrong with the model so it bugs me i cant fix it hehe

#

no one seems to know what to do tho from people i aksed 😦

#

but they are all as new as me i guess hehe

fading verge
#

Yep!

dusty lava
#

we all just started recently hehe love it tho.

#

finally feels like my vr rig has a purpose!

fading verge
#

@next prairie , just guessing from how your bones are setup from the picture, your model might have 2 upper chest bones

#

Did you have to deslect the upper chest bone when you initially configured it?

#

If you did, try putting the upper chest bone you de-configured into the chest configure

next prairie
#

Oh, I fixed it

#

And it's not that, it's just Mixamo had trouble with my model

pseudo tide
next prairie
#

He looks hawt

cosmic bison
#

Does anyone have any ideas why my lower dress is being crushed when importing into Unity?

next prairie
#

Wth

#

I put the bones as children

#

But not it's saying it does match human description

#

Welp, going to have to make my own bones in blender

#

Maybe

tacit adder
#

@cosmic bison are they parented under the legs and not the hips?

#

The bones of the dress that is

cosmic bison
#

@tacit adder The upper legs are parented to the hips. Im going to try to do weight painting on the vertex group and re-exporting

tacit adder
#

@next prairie are they named correctly? Thats a main reason as to why it doesnt match human description

#

@cosmic bison i meant the dress bones

cosmic bison
#

@tacit adder The dress bones are parented to the lower legs/knees

tacit adder
#

Yea

#

Thats the main problem

#

You need to have a duplicate bone of the hips in the same spot then link the dress bones in order under that

#

@cosmic bison

cosmic bison
tacit adder
#

O there werent any legs in the model in the first place

#

umu

cosmic bison
#

Yea no legs haha

#

I removed all the weight painting on the legs and now I have the opposite issue.

tacit adder
#

Try duplicating both lower leg bones and rename them as root_dress_r and root_dress_l

#

And connect the dress bones to those accordingly

odd hornet
#

on my spine it says it has a length of 0

#

how do I fix that?

#

nvm

tawdry sky
#

Would someone mind taking a model and rig it for me? I tried mixamoto and it wouldnt work there

latent ocean
#

Does anyone know how to rig partially humanoid models?
This model for example. It is a humanoid figure until the torso and the arms. I don't want it to just slide across the ground in vrchat, but i can't put it in mixamo or else it gets twisted and whatnot when moving in vrchat.

#

or perhaps something without arms.

calm needle
#

watch some weight paint tutorial vids. Weight painting tends to be easier for robots

latent ocean
#

i'll look into that then

viral lily
#

anyone know where to put the dynamic bone file?

low parrot
#

If it's a Unity package, just import it just like you did the VRCSDK

lunar tartan
#

Anyone know how to fade the corners of an eyelid fold and fade out an eye highlight? It's currently rendered as opaque and I don't know how to change it to match how it's suppose to look...

low parrot
#

Render it to cutout and mess around with the Alpha cutoff

lunar tartan
#

I tried that. It makes the eye highlight smaller, not faded. The eyelid fold gets smaller, but the ends of it are whitish, which it shoudn't be... I'd attach pics, but I don't know how to insert pics via desktop discord.

low parrot
#

You can send links to pics on this server, but not the actual image file itself. Try uplaoding to imgur, or if you think you'll be screenshotting a lot to this server, install some screenshot-to-insta-link program like Gyazo

lunar tartan
#

and this one...

#

I need the eye highlight and eyelid fold to look like this one @low parrot

chrome pier
#

😡 kiss woops 😡

arctic venture
#

hey guys am i going at making my hair the right way ?

#

@ me so i can see

molten rock
#

Trying to add this to my model But it keeps floating above my head any ideas?

calm needle
#

put it on head, not head top end

#

see if that helps

hot leaf
#

So I have a model that has a mouth and a jaw bone. I recently discovered that the jaw bone is actually moving the back of the tongue up and down. Any idea how to fix that?

naive tree
#

delete jaw bone in blender?

hot leaf
#

Right but I do want the mouth to move lol

naive tree
#

you dont need bones for that, visemes do that for you

hot leaf
#

Only if it has expressions, which it doesn't

naive tree
#

in that case you can remove weight from the tongue to your liking

hot leaf
#

Hmm okay

arctic glen
#

Hello! I was wondering if anyone is willing to help me with some texture problems in unity?

pallid cloak
#

Sure, what's up?

arctic glen
#

So I have 2 problems with my model. The first is that there's this white outline on the hair that I don't know how to get rid of? And it's on the texture itself too. And then also there's also this little spot in her cat ear that's darker than the rest of her ear and I'm not sure why that is.

pallid cloak
#

Did you make the texture yourself or edit it in anyway?

restive hill
#

do you have the outlike turned on in a cubed shader?

#

*outline

arctic glen
#

The only thing that was wrong with the texture was that all but 2 of the textures started as tga files. So I converted them to png files, but even when I dragged them into the texture folder, the only textures that would show up were the ones that did not start as tga files. So because they wouldn't show up, I applied them to the materials instead which works great except for the ear and hair.

restive hill
#

ah

#

try saving as psd files, those preserve transparency better for me

#

in GIMP anyway

arctic glen
pallid cloak
#

.TGA is also a preferable file format

restive hill
#

i've had weird transparency stuff with png

arctic glen
#

So do you think if I reimported it with the png files along with the tga files it'll look better?

pallid cloak
#

.PNG, while having transparency, loses its alpha channel, so engines will assume the alpha channel is white and cause weird borders.

arctic glen
#

oh I see!

pallid cloak
#

I say resave the png as tga

arctic glen
#

ok I'll try that!

restive hill
#

try one then the other i guess, idk about tga, but dont see why not

pallid cloak
#

When it comes to texturing, .tga is 👌

restive hill
#

i might try tga next time XD

#

i need to figure out how to put a walk animation into unity so i can check bone values properly 😛

pallid cloak
#

👌

#

Now then, time to move to my own problem

#

I've got this lovely fella right here

#

Oh, I can't post images. That's unfortunate

restive hill
#

link to image hoster

#

posts automagically

restive hill
#

gyazo even has a little uploader/screenshot utility and no login

#

looks fine except for right forearm not being mapped

#

is it parented correctly?

pallid cloak
#

That's the thing, it says it isn't

restive hill
#

check in blender then

#

also, the legs, humanoid avatars aren't rigged for goat leg stuff, that's probably a pretty massive problem

pallid cloak
#

Because when I port it ingame, the arms flip out

#

The legs work just fine

#

At least, to my standards

restive hill
#

huh

#

post the armature tree

#

for the right arm

#

green just means it has a mapping that unity thinks is about right, it might not be a correct mapping

restive hill
#

too many forearms, go into blender and merge them all into forearms for fastest solution

#

looks like those "twist" bones are the extra stuff?

#

yeahhh, probably for the big glove

#

use cats merge to chuck it all into the forearm bone, have it all move together?

pallid cloak
#

I am unfamiliar with cats merge

arctic glen
#

So even though I replaced all the png files in the texture folder with tga files instead, when I put the model in it appears white

pallid cloak
#

I am not using MMD

restive hill
#

does not matter

#

that's how to install and use a lot of blender stuff

pallid cloak
#

But, the extra forearms are just extra and not being used

restive hill
#

have you looked at the weights on them?

pallid cloak
#

I will mention this

#

I am pretty sure this is important information

arctic glen
#

Oh I applied them to the materials and they seem to be better now! there's still weirdly a dark spot on the ear though, but I'm glad the other stuff is looking better!

pallid cloak
#

Originally, when I imported the model, the SDK did not recognize the thumb and pinky fingers and did not assign them

#

Just for original testing purposes, I left that alone and imported it

#

It led to absolutely no problems

#

Later, I added the assigned the remaining fingers and that broke it

restive hill
#

oh, hm

arctic glen
#

Also is it ok if I ask about one more thing that I can't seem to figure out?

pallid cloak
#

Sure

restive hill
#

but it is not ok to ask if you can ask

pallid cloak
#

Well, it is okay to ask if you can ask

prime dome
#

No it's not just ask 😡

green ice
#

Goddamnit it's giving me Spine Hierarchy errors even when everything is mapped correctly and no errors in the config

restive hill
#

idk sang, i try to work from the bottom up rather than trying to fix everything in post

prime dome
#

What's the error @green ice

arctic glen
#

So I don't have dynamic bones, and there's a tail with this character that sticks straight out that I'm sure would be great for dynamic bones but I don't wanna spend money on that right now. So usually what works is just deleting the tail through the armature, but this time when I try to delete the tail, it makes it all distorted instead of deleting it. Would I have to go back to blender to delete it? Or is there a way to delete it in unity?

pallid cloak
#

It's alright, your help was appreciated.

restive hill
#

idk, are the hand bones named correctly? i dont recall what the names SHOULD be tho

green ice
#

Spine Hierarchy Incorrect. Make sure that parents of both shoulders and Neck is the Chest. It is, just with a few bones in between

restive hill
#

oh, if you dont wanna dynamic it, jsut ignore it

#

it just wont move

green ice
#

is it supposed to be direct now?

arctic glen
#

Ya but it's sticking like straight out and that's pretty weird

pallid cloak
#

Naming doesn't really matter, since I fixed the bone assignment

restive hill
#

swing bone?

arctic glen
#

What's a swing bone?

restive hill
#

some other dynamic thing? not really familiar

prime dome
#

@green ice make sure the first object under chest is the shoulder, and first object under shoulder is arm, etc

restive hill
#

yeah that looks right

prime dome
#

In the unity hierarchy

restive hill
#

ux, what do you WANT it to do?

#

if you don't apply stuff to it, it aint gonna move

prime dome
#

@arctic glen you'd have to go back to blender and delete the tail mesh

#

You can't do that in unity

restive hill
#

i dont see how deleting it will help

#

oh, yeah

arctic glen
#

@restive hill I want to delete it, I don't want it on my model at all

restive hill
#

if you want it gone, then get you over to blender and delete mesh

#

kayuun speex de truf

prime dome
#

All I did was answer his original question

restive hill
#

its not hard

arctic glen
#

@prime dome @restive hill Ok thank you. It's just weird because I've deleted stuff in unity before

restive hill
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press L and it selects linked points

green ice
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Its going Chest>bone>bone1>Arm / ...>bone>bone2>RArm / ...>bone>bone3>Neck . So I guess the pinned thing is incorrect and there cannot be any other bones?

restive hill
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generally, people don't link everything together

prime dome
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@green ice you just need to drag the arm so it's the first object under the shoulder

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And do that for the rest of the default skeleton bones

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So for ex chest > arm > bone > bone

green ice
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Okay well I'm getting just yellow errors now so that's better

pallid cloak
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Those are usually ignorable.

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Just as long as you're not a perfectionist

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And you don't mind lagging some people 😉

green ice
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I don't think that's a problem. 1.7k tris and 5 mats. We're fine

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Nikei's head has more tris than my entire thing

pallid cloak
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Alright

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So

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When I import the model, the arms like to flip out like a 2009 gmod animation

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This happened after I assigned the fingers that the SDK did not pick up]

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So, when it's like this

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The model works perfectly, but has no grabby hands :(

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But when it's like this

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The hands go all crazy, often taking the arms with them.

prime dome
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I'd check the weight painting on the added fingers

pallid cloak
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I am unfamiliar with weight painting

prime dome
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Okay just got into blender and trying moving those fingers in pose mode

pallid cloak
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Interesting, moving the pinky bones do not move the pinky

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The thumb moves just fine

prime dome
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Yeah you've got a weight painting issue

pallid cloak
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How can I fix this (In 3dsMax)?

prime dome
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You can fix it in blender

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You just need to learn how to weight paint

lunar tartan
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I got the spine hierarchy incorrect, make sure that the parent of both shoulders and the neck is the chest error

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Idk where the issue is

arctic glen
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EVERYTHING WENT WRONG

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idk what i did lmao

high stream
restive hill
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hide everything but the hood

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weight pint the hood to 1.0 to head bone, no other weights

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*paint

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oh wait

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you should blend in at the lower area

naive tree
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@lunar tartan have u tried using cats fix model?

restive hill
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oh dear, that one looks like a pretty complicated one, maybe the automatic weight thing would do a better job

naive tree
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seperate the hood, delete all vertex groups, remove mmd bone modifier and try with automatic weight

restive hill
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that sounds like solid advice, i have no idea what will happen tho

lunar tartan
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@naive tree I did use that at the beginning. It gave me an error that I just ignored.

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@naive tree Here's what the error looks like.

naive tree
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🤷

lunar tartan
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How do people even get this model to work? I see them around so there must be a way to do it. That's the only thing stopping me from uploading it.

trim kraken
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i dont understand whats going on

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i removed the jaw bone in blender and removed the jaw in unity's humanoid rig and my model's mouth still opens when i look down

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i dont have visemes

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and it's happened to another moden

high stream
naive tree
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@high stream can delete the inside, takes extra tris anyway

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also your neck might have some weight on the inside

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your head has to have 100% weight on it, no other bones should have any influence

high stream
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omg i did not think of that thank you that worked the double ear was caused by the same thing but just deleted as the back looks the same

arctic glen
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So I have another question if anyone's willing to help me, I think it's probably easy to answer, I just don't know how to fix it myself

naive tree
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type it out

arctic glen
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So my head is detached from my hair and it's pretty fuckin wild

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Like it doesn't move with my head when I look around or walk side to side. It's like its own entity

high stream
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just join them

arctic glen
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How do I do that?

pine harbor
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are there bones for your hair in your armature?

arctic glen
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Ye

pine harbor
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parent their roots to the head bone, and that should fix it?

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guessing they're all parented to the neck right now, or you should be leaving your hair behind entirely when you walk

arctic glen
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Can I do that in unity or do I have to do that in Blender?

pine harbor
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hmm, you should be able to do it in unity -- it'll break the prefab instance, but that shouldn't matter for VRChat

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just drag the hair bones until they're underneath the head -- if you can't get the head to take children, then select the head and create an empty first, which will add the empty as a child of the head -- then you can drag the hair bones into that same indent

arctic glen
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OOOO wait I think I might know what I did. I combined same materials in blender, maybe when doing that it messed up parenting or something? Although I feel like that wouldn't do it, but idk

pine harbor
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hmm, don't think combining materials should mess up vertex weights

arctic glen
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Ye true. I just though that because this is my 4th try with this model and this is the only time the hair has done this, and the only thing I did differently was combining same materials

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I can tell I'm close to making this model perfect, maybe the 5th try is the charm 😂

pine harbor
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see if you can get a second pair of eyes on your model in-game as well -- the mirrors don't always show you exactly what other players see

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so there's sometimes a chance that you see a weird distortion on your end that other people don't, like animations that don't play

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although if the hair's just obstructing your view when you look around, i guess you'd want to fix that regardless

arctic glen
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No I went to the avatar testing world, definitely everyone could see it. But it's ok, I'm close to getting it

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Thanks for your suggestion anyway!

pine harbor
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good luck -- who would've thought avatar creation would be giving us debug training as well >_>;

arctic glen
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true. I've learned so much through vrchat and importing models

thorny falcon
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Dont decimate arms correct?

crisp tendon
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don't decimate fingers and face, arms kinda depends on whether or not you have cool meshes you want to keep afaik

jade lynx
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If you want visemes don't decimate the face

lavish latch
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@lunar tartan String encoding error seems like something with the bones, try using PMX editor to translate those things (if it's an MMD), if not try renaming them manually it is a hassle but it's the best I can suggest.

knotty kernel
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The model I am trying to import has two bones in the same place; One for the shoulder, and one for the shoulder skirt

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They are completely seperate on the armature though

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how can I merge them together into a single bone?

rough plover
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Cant you just remove the extra bone ?

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You can link them in blender using the armature bones tab.

lavish latch
rough plover
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Not very bad. You can still check with any mirror. To fix it you need to drop the LowerLeg into his proper UpperLeg parent on the hierarchie. Same for Foot and LowerLeg

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You have maybe some more bones between them

potent birch
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I'm trying to take an asset (a crown) from one model and put it on another but on the new model it just floats above the head. do I have to add a bone to it and parent that to an existing one or is there another way to attach it to the head?

red gulch
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I'm a bit confused

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I realise that Mixamo automatically rigs a model

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but then if I want to add additional bones, wouldn't I have to rig the model all over again?

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how would I do that without losing the existing rig?

light kindle
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dyon your issue probably lies with weight painting

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alex you can add bones yourself, see the pinned rigging video

red gulch
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I see

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lastly how would I go about turning bones into dynamic ones?

rough plover
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You need the dynamic bone plugin from the unity asset store first

red gulch
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aah

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also when importing the model, it appears the head bone has vanished

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huh, I can't send images here

rough plover
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Then you add a DynamicBone script to the bones you wanna they to move (Like hairs, dress) and DynamicBoneColider script to the part you wanna them to push the bones (Like legs pushing the dress, or hands pushing the hairs...)

red gulch
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permission to PM?

rough plover
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Sure

glad egret
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should i merge the weights of a bone that contols the entire backhair?

red gulch
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still need help with my rig if anyone here knows Unity/Blender well

fading verge
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What are the names for the bones supposed to be?

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Recall seeing a useful images of them here a while ago but can't find it

lilac moss
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cats will rename them properly

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the only bone names that matter are for eye tracking hips - spine - chest - neck - head and the eyes but idk if that's still the case

warped basin
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Anyone had the bug where the leg's don't shift side to side when moving the body in VR? the legs animate fine otherwise, also the body clips into the floor when courching on their viewport but not for everyone elses, the hands just lower
it's.. odd.

fading verge
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Cats wasn't able to recognize my armature's naming sense so sadly it didn't rename them

lilac moss
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Other than for eye tracking, i don't think bone names help at all. unity's auto-humanoid rigging system doesn't seem to care what they're named

fading verge
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Ok, do I not need the eye bones if I don't plan to have eye-tracking for my model?

lilac moss
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nope\

fading verge
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Thank you

deep bronze
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Does anyone know to mount avatar? example: pick up the base and go putting dress

hazy knot
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You're going to need to rephrase that question, I'm not sure anyone knows what you mean.

opal aurora
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I think i somehow understand it

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Mount = Put together
Pick up base = Use base
Go putting dress = Put dress
Put together custom model from a base and add clothes to it

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I'm a detective now

hazy knot
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A regular P.I.

opal aurora
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I'm moving up the ranks mom!

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But yeah i think they meant a custom model made using a base

gleaming falcon
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O_o

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hi guys

opal aurora
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Yo

gleaming falcon
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I am still trying to work out mount avatar and dresses

opal aurora
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You need to improve your investigation skill

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You need atleast level 3 for this complexity

gleaming falcon
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Would explain it. I've put my experience points into dexterity

opal aurora
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That's a very critical choice to make

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Your Str and Def build buddies might question your choices, but always remember, they're your own

hazy knot
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@deep bronze The easiest way would probably be through PMX editor or direct Blender merging.

torn locust
#

I always preferred blender for that

opal aurora
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^

torn locust
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People say pmx editor makes it easier but i don't see how

hazy knot
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It depends on which one you're more familiar with tbh

opal aurora
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It's kinda understandable on the vert selection part, but even that is very iffy

torn locust
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i really like pmx editor's second view tho

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allows you to have a better angle on what you're doing

opal aurora
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At times you might select some verts you didn't intend on moving, and you can't ctrl+z to reselect things you accidentaly deselected

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And that gets frustrating after a while

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Rescaling and editing the verts is so much more reliable in blender imo

hazy knot
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Yeah usually if it's a base model I'll import and override in PMX then move to blender for fine tuning.

opal aurora
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I just merge both armatures and meshes after fine tuning in blender myself

rapid gust
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i had to remove the upper chest and after doing so I get 'spine hierarchy incorrect. make sure that the parent of both shoulders and the neck is the chest.' i have not had to mess with bone parenting much at all to this point, any ideas? https://imgur.com/a/ry3Qv

hazy knot
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It looks like the bip_arm1 is not the first arm bone after the shoulder.

rapid gust
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hmm

hazy knot
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Find out which bone comes directly off the chest and set that as shoulder, then you can figure out which arm bones to use by trial and error.

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You want the bone that splits into the shoulders to be your chest bone.

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I think it might be spine_3 looking at your hierarchy

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You may consider going back to blender and merging the weights on some of these bones to bring your bone structure together the way Unity wants it.

rapid gust
#

alright, thank you

simple siren
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If someone help me fix it i may be up to upload it to his acc 😛

fading verge
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I have a interesting thing I ran into, there are two vrchat websites, one is dot com and one dot net

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oops wrong room

subtle moth
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@simple siren try importing any model then remove the mesh and leave the bonestructure in the scene

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That may trick vrchat i got a few models like that as well

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Like an eevee, pikachu, the car from inital d

simple siren
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@subtle moth I checked reddit for same issues and i found out generic rigs arent supported by vrchat yet :/ So there may be problems with descriptors, well fk

subtle moth
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Hmmm bit i got mine to work as a generic as well

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My view pos is way above the model so i can actually see

simple siren
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i can change only height, well, that will work for now

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lets hope they can fix it one day 😛

safe bluff
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Attach a humanoid rig to the mesh but don’t weight paint anything

oblique venture
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how play a animation with a non-rigged avatar ?

fading verge
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but when parent the shoes to the armature, they dont animate

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it's parented on both, object and modifier

hazy knot
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Show us a screenshot of your hierarchy, including the meshes?

rugged vale
#

Is it safe to delete the Ground Root Bone? Some XNA models seem to have them

hazy knot
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They won't mess anything up by being present, but Unity won't use it.

rugged vale
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just making sure thanks